Fae Bloodline Sorcerer

by KnightOfKanto

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Sorcerous Origin

Fae Bloodline

Perhaps it is recent, one of your parents, or perhaps it came from generations past, but the blood of the Fey flow through you. And your heritage has brought with it an innate connection to the Feywild, and the magic of the Fey.

Faerie Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Faerie Spells table. Each of these spells counts as a Sorcerer spell for you, but it doesn't count against the number of Sorcerer spells you know.

Faerie Spells
Sorcerer Level Spell
2nd Faerie Fire, Dissonant Whispers
3rd Moonbeam, Phantasmal Force
5th Blink, Summon Fey
7th Greater Invisibility, Polymorph
9th Seeming, Dream

Faerie's Guile

1st-level Sorcerer feature

Whenever you cast an Enchantment spell you can target one additional creature beyond the normal maximum.

Additionally whenever you cast an Illusion spell you can produce the effects of the spell an additional time.

Magic Resistance

6th-level Sorcerer feature

Your connection to the Feywild grants you advantage on saving throws against spells and other magical effects.

Additionally, whenever you would take damage you may expend 1 Sorcery Point, if you do you gain resistance to all damage types until the end of turn.

Faerie Wings

14th-level Sorcerer feature

You gain the ability to sprout a pair of shimmering fairy wings from your back as a Bonus Action on your turn, you have a flying speed equal to your movement speed. These wings last 30 minutes or until you dismiss them as a bonus action. When they disappear you can’t summon them again until you finish a long rest or expend a spell slot of 4th level or higher or expend 3 Sorcery Points.

Feywild Annex

18th-level Sorcerer feature

As an Action you spend 4 Sorcery Points, a 30 ft sphere of writhing thorny vines sprouts up to 60 feet away. Any hostile creature that enters this area makes a Strength saving throw, on a success they take 2d6 piercing damage. On a failure they take 2d6 Bludgeoning and 2d6 Piercing damage and are restrained, they repeat the save at the beginning of each turn.
 

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